Want to fix Joint Hierarchy with egg-optchar

Hi again,

Um, this time I’m not too sure what the problem is…but my first line of attack is going to be to use the -optimal flag to egg-optchar to reorganize the joint hierarchy in this particalar animation. Unfortunately, it’s optimizing all my joints away, even though the animation and the rig are both in the same bundle (-cn flag to maya2egg).

This is happening when I use egg-optchar on any of our assets, so I am definately using egg-optchar wrong.

The model’s output:

Warning: renamed joint2 to joint2_1 to avoid naming conflict.
Warning: renamed joint2 to joint2_2 to avoid naming conflict.
Character: TO_KCH_03_CanOpener
CON (identity) (empty) (top)
  CONjoint1INH (identity) (empty)
    joint1CON_GRP (identity) (empty)
      PROP_CON (identity) (empty)
mover (identity) (empty) (top)
  submover (identity) (empty)
    joint1 (static) (empty)
    transform1 (static) (empty)
      joint2 (static)
        joint2_1 (static)
          joint2_2 (static)
11 joints.

The anim’s output:

Warning: renamed joint2 to joint2_1 to avoid naming conflict.
Warning: renamed joint2 to joint2_2 to avoid naming conflict.
Character: TO_KCH_03_CanOpener
CON (identity) (empty) (top)
  CONjoint1INH (static) (empty)
    joint1CON_GRP (identity) (empty)
      PROP_CON (empty)
      PROP_CON1 (empty)
mover (identity) (empty) (top)
  submover (static) (empty)
    joint1 (empty)
    transform1 (static) (empty)
      joint2 (static) (empty)
        joint2_1 (empty)
          joint2_2 (empty)
12 joints.

What I’m using for egg-optchar:

C:\egg-optchar -inplace -f -noabs -optimal C:\yadayada\file.egg

I’ve tried quite a few variations on this, such as not including -f, and not including -optimal, but the results are always the same. 0 joints.
Hrm.

In a side note, is the source code for maya2egg7 and maybe even egg-optchar available? It would certainly help in tracking down a lot of the bugs I know I’m bound to face.

Are you passing both the model and the animation to egg-optchar on the same command line? If you do it in two separate passes, you are separately optimizing (a) a model that has no animations, and (b) an animation that has no vertices. Both of these appear to have no joints worth preserving. :slight_smile:

David

Oh, of course. These are both within the pandatool tree, which is part of the source code download. They are also available in cvs.

David